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View Full Version : Bump mapping in BOB please



XyZspineZyX
11-20-2003, 11:48 PM
I think that bump mapping would be excellent addition to the airplane models in BOB. It would also be a first for the genre.

Imagine the detail of the planes you could bring out with a good normal map. Panels, covers and rivets would look absolutely stunning to be sure.

Oh and gimme some d**n ducks /i/smilies/16x16_smiley-happy.gif

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XyZspineZyX
11-20-2003, 11:48 PM
I think that bump mapping would be excellent addition to the airplane models in BOB. It would also be a first for the genre.

Imagine the detail of the planes you could bring out with a good normal map. Panels, covers and rivets would look absolutely stunning to be sure.

Oh and gimme some d**n ducks /i/smilies/16x16_smiley-happy.gif

<div align='center'>
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http://members.shaw.ca/corn/il2sig2.jpg
</a>
</div>

XyZspineZyX
11-21-2003, 12:38 AM
You want ducks?

http://my.voyager.net/~dukw/seaweed.gif


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"The future battle on the ground will be preceded by battle in the air. This will determine which of the contestants has to suffer operational and tactical disadvantages and be forced throughout the battle into adoption compromise solutions." --Erwin Rommel

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XyZspineZyX
11-21-2003, 05:49 AM
Yea!Bump maps would be great!
I would like to see diferente specular and shininess maps. Or at least an alpha map with 2 kinds of materials. I think this would improve visual impact of game higher than increase polygons number.

XyZspineZyX
11-21-2003, 05:57 AM
Agreed!

Lighting and textures make a model, not the poly count.

A good paticle system would be awesome, too. Mostly for damage-related and tracer smoke.

XyZspineZyX
11-21-2003, 10:29 PM
Something else I thought would look neat the other day - having designated areas on models for 'noise' textures overlaid on the bare texture. Use the same normal/bump map from the default texture, but apply small random noise textures to large panels on the plane. Weathered textures are nice and all, but seeing every single plane in a flight with the exact same weathering pattern looks a bit weird.

It'd be nice to be able to set user definable zones for shader effects on models too, to simulate bare metal / paint / faded paint.




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XyZspineZyX
11-22-2003, 02:21 PM
sauron6 wrote:
- Agreed!
-
- Lighting and textures make a model, not the poly
- count.
-
- A good paticle system would be awesome, too. Mostly
- for damage-related and tracer smoke.
-
-

what he said /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
11-23-2003, 04:55 AM
sauron6 wrote:
- Agreed!
-
- Lighting and textures make a model, not the poly
- count.
-
- A good paticle system would be awesome, too. Mostly
- for damage-related and tracer smoke.

Whoa. I just thought of the awesome tracer smoke that could be possible.